Re: Let's Break It Down: Building a Better Uncharted - Part 1

Naughty Dog must have made all these design decisions in UC3 for a reason?

From a purely business angle it makes complete sense.

Create a multiplayer game that:

1) Caters towards a wider audience

2) Takes out the importance of skill and replaces it with game mechanics that artificially create the sense of accomplishment, which will hook a larger group of players to keep playing.

3) Make it fun to play, which they did achieve imo.

4) Have a stable platform for micro-transactions. Constant revenue with minimal resources required to sustain it.

I don't feel like Naughty Dog views the Uncharted multiplayer on any other level than this.

The amount of time and resources put towards actually improving the core of the multiplayer was heavily outweighed by money making schemes. From the FH scam to the tournament system, Naughty Dog hasn't shown any incentive in changing their main focus.

They still make great games but I personally don't see the point in trying to help in a discussion to improve the core of Uncharted, when the company views their multiplayer as primarily a cash cow.

You're right on every accord, however I don't think it's something you just dump in the trash because of how a developer acts.

I got **bleep** from an employee within Naughty Dog for pushing competitive side so hard because "it's a waste of time". Couldn't be more wrong. Just because it doesn't fit THIS game doesn't mean you don't build now for the future. What company, team, group, etc ever just picked up day 1 and expected everything to fall into place? Ok maybe Naughty Dog is the only company we have experience with to do that but smart "creators" start even when there isn't much to work with. Many success stories start with "back then I had nothing and now look what I built". It's the same motif. Build something on a rock so that it doesn't wash away and invite as many people in as you can.

If we just give in now, we've already lost as a whole. We might as well be COD players. As much as that series has enhanced the gaming culture, it has also tarnished the foundation, thus creating the cycle we are all now part of.

Re: Let's Break It Down: Building a Better Uncharted - Part 1

This is a long post so I could only skim read what you have said. I'll go over it one point at a time.

Yes the KAL-7 should not have been a blindfire weapon, heck it's inconsistent with the SP. In the SP the KAL-7 was useable and fun. In MP on both competitive and especially co-op it's a joke. Recoil should not be ridiculously high, the blindfire should not be ridiculously high. It should be aim-able. Heck lower the rate of fire too.

In co-op I hardly see anyone using the KAL-7. It's useless against tougher enemies in comparison to the AK, M9 or heck even the G-MAL.

The aim-mechanics overall are poor. Mainly due to the recoil being overall too hard for people to aim, as a result it's easier just to blindfire then to aim their gun. If you want to make it easier for people without resorting to blindfire. Make it easier to aim.

The recoil on the M9 is almost little to none hence why a majority of people use that gun. It shouldn't be that way.

UC2's aim mechanics features very little recoil and is enjoyed by nearly everyone.

There is a line between fun and realistic. While it is realistic to have recoil across all the guns it hampers the ability for people to aim and be skillful. As a result it is not fun for people.

Crazy thing? I wrote the whole thing on the phone while riding to a meeting lol.

Re: Let's Break It Down: Building a Better Uncharted - Part 1

This is a long post so I could only skim read what you have said. I'll go over it one point at a time.

Yes the KAL-7 should not have been a blindfire weapon, heck it's inconsistent with the SP. In the SP the KAL-7 was useable and fun. In MP on both competitive and especially co-op it's a joke. Recoil should not be ridiculously high, the blindfire should not be ridiculously high. It should be aim-able. Heck lower the rate of fire too.

In co-op I hardly see anyone using the KAL-7. It's useless against tougher enemies in comparison to the AK, M9 or heck even the G-MAL.

The aim-mechanics overall are poor. Mainly due to the recoil being overall too hard for people to aim, as a result it's easier just to blindfire then to aim their gun. If you want to make it easier for people without resorting to blindfire. Make it easier to aim.

The recoil on the M9 is almost little to none hence why a majority of people use that gun. It shouldn't be that way.

UC2's aim mechanics features very little recoil and is enjoyed by nearly everyone.

There is a line between fun and realistic. While it is realistic to have recoil across all the guns it hampers the ability for people to aim and be skillful. As a result it is not fun for people.

Crazy thing? I wrote the whole thing on the phone while riding to a meeting lol.